Dabrownman1812
Dabrownman1812
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Who's mans is this, it is number of survivors plus 1. Even in closed state. Need help? Ask a dev.Dabrownman1812 said:Master said:@Chi said:
@Master said:
@Milo said:
@Master said:
@Chi said:
It wouldn't be fair. The killer is much faster than the survivor so they will be more likely to find it. Survivors also have to be more careful walking around.
They are thinking of changing the entire endgame anyway, so I am just waiting for that.Survivors are 4 guys that walk around and can inform each other of the hatchs location
- You need to be SWF
- You need to complete 5 gens before hatch even spawns with 4 people
Since SWF is a thing in this game, the game must be balanced around it.
Or are killers supposed to dodge every SWF because it is unbalanced?You need to complete 2 gens and then you can already search for the hatch. You can find it, but it is still closed.
A competent SWF can inform each other who is being chased and usually 2 gens can be done in the first chase.I know, there are games where survivors play so bad that you can 4k them at 5 gens left, but you have to assume that both sides use all tools available to them, otherwise "balance" would be a joke
Huh? The hatch only spawns with 2 generators done, if there is only one person alive. So the survivor wouldn't be able to look for it beforehand.
Thats not true, once 2 gens have been done,the hatch spawns in closed state and will open once enough survivors are dead.
Guess you are still a new survivor

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Master said:
@Chi said:
@Master said:
@Milo said:
@Master said:
@Chi said:
It wouldn't be fair. The killer is much faster than the survivor so they will be more likely to find it. Survivors also have to be more careful walking around.
They are thinking of changing the entire endgame anyway, so I am just waiting for that.Survivors are 4 guys that walk around and can inform each other of the hatchs location
- You need to be SWF
- You need to complete 5 gens before hatch even spawns with 4 people
Since SWF is a thing in this game, the game must be balanced around it.
Or are killers supposed to dodge every SWF because it is unbalanced?You need to complete 2 gens and then you can already search for the hatch. You can find it, but it is still closed.
A competent SWF can inform each other who is being chased and usually 2 gens can be done in the first chase.I know, there are games where survivors play so bad that you can 4k them at 5 gens left, but you have to assume that both sides use all tools available to them, otherwise "balance" would be a joke
Huh? The hatch only spawns with 2 generators done, if there is only one person alive. So the survivor wouldn't be able to look for it beforehand.
Thats not true, once 2 gens have been done,the hatch spawns in closed state and will open once enough survivors are dead.
Guess you are still a new survivor

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That would be cool
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Some people I think are sarcastic are actually serious. Like there's some people who want prove thyself to work like open handed, really, really brokenDabrownman1812 said:
Some people will take you seriously so just letting the peeps know. I didnt pick up the sarcasm, gotta be more sarcastic lol.TheLegendDyl4n1 said:@Eninya said:
32 second Sprint Burst can die in a fire. Even from a survivors' perspective it's broken. It's easy to buy enough time for it to trigger again. Those 8 seconds matter a lot.i know sry for being a little rude with my other reply but i was being sarcastic it was very OP i personally never got a chance to use the both but my friend did
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Some people will take you seriously so just letting the peeps know. I didnt pick up the sarcasm, gotta be more sarcastic lol.TheLegendDyl4n1 said:@Eninya said:
32 second Sprint Burst can die in a fire. Even from a survivors' perspective it's broken. It's easy to buy enough time for it to trigger again. Those 8 seconds matter a lot.i know sry for being a little rude with my other reply but i was being sarcastic it was very OP i personally never got a chance to use the both but my friend did
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Aight guy, not all sequels have the same spirit as the classics and should be forgotten. Same for freddy, sequels doesn't mean it follows the original creators plan. Wes craven made that known for freddy and he stepped in at times to reinvigorate freddy.Boss said:@Dabrownman1812 said:
PigNRun said:A "bond" doesnt necessarily mean an "emotional bond". It can also just be respect, which goes beyond the emotional closeness which you can have.
Bonds, respect? From an unfeeling person again. Cant feel respect. Bond with the entity, so mutual.
But he does feel, they've shown that.
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That would be dope! Or someone turned into a vampiric killer from the entityjackdaniel03 said:I think Dead By Daylight will create a Killer as a Vampire, or a Werewolf, I think it would be great fun.
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Have funginymic said:That's the point of me mentioning that Turf because it supposed to be infinate. Why do you even disagree with something that should work together? And to make it worse the add-on that makes your tier infinite is Ultra rear and the tombstone is just rear which definitely should not trump Turf. -
nymic said:That's the point of me mentioning that Turf because it supposed to be infinate. Why do you even disagree with something that should work together? And to make it worse the add-on that makes your tier infinite is Ultra rear and the tombstone is just rear which definitely should not trump Turf.
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Bonds, respect? From an unfeeling person again. Cant feel respect. Bond with the entity, so mutual.PigNRun said:A "bond" doesnt necessarily mean an "emotional bond". It can also just be respect, which goes beyond the emotional closeness which you can have. -
PigNRun said:A "bond" doesnt necessarily mean an "emotional bond". It can also just be respect, which goes beyond the emotional closeness which you can have.
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Green ping or not, the killer is host so it is quicker for them to get feedback from their own interactions.Dabrownman1812 said:This game does have latency issues, refer to the dead hard issue. The latency also effects the billy saw, you can dodge it but information from survivors are recieved second in compared to information killers input, so if the killer says it's a hit before it gets the dodge input, you might see your character dragged towards the billy and get hit by the saw or he will cut the air near you and down you. This makes billy stronger by giving him a "bigger hot box" due to latency. -
This game does have latency issues, refer to the dead hard issue. The latency also effects the billy saw, you can dodge it but information from survivors are recieved second in compared to information killers input, so if the killer says it's a hit before it gets the dodge input, you might see your character dragged towards the billy and get hit by the saw or he will cut the air near you and down you. This makes billy stronger by giving him a "bigger hot box" due to latency.
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It says it drains, drains have priority. So you are told it drains.Dabrownman1812 said:
No, one clearly says it drains it. If you choose to mori, if you dont mori it wont drain. It doesn't say you can't leave tier 3 but it allows you to drain it if you want. That's why there's a tombstone that doesn't have the effect however you move slower.nymic said:Add-on* -
No, one clearly says it drains it. If you choose to mori, if you dont mori it wont drain. It doesn't say you can't leave tier 3 but it allows you to drain it if you want. That's why there's a tombstone that doesn't have the effect however you move slower.nymic said:Add-on* -
No feeling, so what bond, what comraderie? Feelings assist with building bonds.Boss said:@Dabrownman1812 said:
Boss said:@Dabrownman1812 said:
Interesting! Maybe they were some of the killers not forced to kill but willingly killed.
The problem with that is The Shape: Doesn't have mercy for anyone but 1 little boy in 1 movie. (As far as i know.)
Even if he's enslaved by the Entity, i don't think that would present itself as a problem to him, as he'd get to kill more and more.
In fact, i'd go so far as to say he might prefer it this way: Every 5-10 minutes, he gets 4 people to kill.
He doesnt feel though, clown and leather feep emotions.
Exactly, so there'd practically be no problem making him a Killer.
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Boss said:
@Dabrownman1812 said:
Boss said:@Dabrownman1812 said:
Interesting! Maybe they were some of the killers not forced to kill but willingly killed.
The problem with that is The Shape: Doesn't have mercy for anyone but 1 little boy in 1 movie. (As far as i know.)
Even if he's enslaved by the Entity, i don't think that would present itself as a problem to him, as he'd get to kill more and more.
In fact, i'd go so far as to say he might prefer it this way: Every 5-10 minutes, he gets 4 people to kill.
He doesnt feel though, clown and leather feep emotions.
Exactly, so there'd practically be no problem making him a Killer.
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Feel emotions I mean.
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He doesnt feel though, clown and leather feep emotions.Boss said:@Dabrownman1812 said:
Interesting! Maybe they were some of the killers not forced to kill but willingly killed.The problem with that is The Shape: Doesn't have mercy for anyone but 1 little boy in 1 movie. (As far as i know.)
Even if he's enslaved by the Entity, i don't think that would present itself as a problem to him, as he'd get to kill more and more.
In fact, i'd go so far as to say he might prefer it this way: Every 5-10 minutes, he gets 4 people to kill. -
Myers, they stack but for obvious abusable reasons, tombstone piece has a condition which kills infinite tier 3, the ultra rare tombstone does not kick myers from tier 3.
And explain your first thing in depth for clarity. Thanks!
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Interesting! Maybe they were some of the killers not forced to kill but willingly killed.
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Dead by daylight has some toxic players, never got as much hate mail in any other game besides this one. The powerful survivors and usually weak killers. Moris balanced the time ratio with bnp, but gens havent been balanced out with consecutive chases in mind at the nerf of moris.
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None of these are issues if gens didn't get done so quickly. The issue isnt the loops, just how much can be done in that minute or two of mandatory chase.
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Killers still under powered when compared to 4 random survivors though, the time isn't on their side. Now, emblems made scrubs get to high rank so now there is more variation.MichaelAudreyMyers said:@CallMeRusty420 said:
@MichaelAudreyMyers said:
After they apply the kindred perk as a base perk for survivors, they could consider those changes. Right now, that would only make things harder on solo players.Apply Kindred as a base perk? Why would that change anything? And how is that even a necessary change?
Right now they have to go easy/careful on killer buffs so they don't hurt solo players. The kindred base perk will help put solo players to be on par with SWF, and with that, they can buff killers more without worry.
The gap between solo and SWF is so large they can't buff killers as much as they need to for facing SWF teams.
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Smh, dont let anyone do gens as a killer, why? They aren't entitled to gens. Survivor main saying this, dbd is extremely toxic
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Great but no one uses words in this realmPhantomMask20763 said:I would love freddy to say B*tch whenever he hits a survivor or gets stunned. That would be very good for his character and would be funny to hit someone and have him say his iconic word -
Hard to lose pro killers due to whimper, blood, foot prints. And and map awareness. Need to run a build for juking and stealth to increase chances and most people run sprint burst+selfcare maybe d strike. If stealth is buffed it doesn't fix gens being done in 4 minutes or less. Makes it worse. So this doesn't fix anything. I like the concept, but game ends in 4 minutes, so still wouldn't fix how the game is literally stacked against most killers in terms of timing. If there was a shift to stealth plays and if the game time extended, then it would be ok.azazer said:
But you CAN lose the killer now. As a killer I have lost survivors, and as a survivor I've lost killers. Players have become so dependant on the game ruining looping paradigm they don't learn how to lose a killer. To say it can't be done is a defeatist attitude that handicaps your play style and skews your perspective on game balance. Survivors should have sperate collision and hit boxes. Collision the same as a killer, hit box survivor size. Cures looping and in turn pallets and gen times while still having survivor size hit boxhill_o said:@azazer said:
hill_o said:@Tsulan said:
@Raccoon said:
It's pretty sad that a seemingly unfixable "exploit" can become a two year old game's most usable strategy .
It´s not a bug, it´s a feature!
You're joking, but it actually is.
If there was no looping, chases would end pretty immediately most of the time. There's not very many features that encourage hiding. The red strikes are incredibly easy to follow, so if you're not running perks to make them vanish then evading a killer in chase is near impossible given the large speed differential.
I'm not saying looping is fun for everyone, but it's not like it's a bug or exploit anyone is using to break the game. It's just literally the only mechanic that was working in for the survivor side of chases.
But devs have stated chases were never meant to take long. You basically admitted not looping would mean the game was being played as envisioned. You're right that it isn't technically an exploit but it negates the speed advantage the killer was always intended to have which actually does break the game. Looping is the root cause of major game troubles. It caused pallet reduction and nerfs and dilated chase time means gens are too fast ( the gen rush effect). The unintended use of the smaller collision box that allows looping is creating a cascading negative effect on the game.
The devs say a lot of things. I've also heard them say that stealth isn't supposed to be a mechanic, which seems counter intuitive if they want chases to be short and anyone to play survivor for longer than a match or two.
I agree about the generator issue-- something about the mechanic of the game is fundamentally broken. It puts a lot of pressure on the very start of the match to go somewhat flawlessly for the killer, or for the survivors to make major mistakes later on. Neither of those are particularly fun scenarios.
That being said, I don't really feel like looping could be removed from the game as the game currently is. I don't know what a better solution is, unfortunately, but it would be nice to find some sort of middle ground where killers aren't rushed first thing in the game and survivors have at least some hope of escaping a few chases here and there.
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For games like this, best to have two hundred hours at least on each side to get a feel of balance.Tsulan said:
You're right. I was a little bit to harsh.Master said:
Don't be do harsh, every beginner thinks that killers are op, Once ago I had the same opinion but then I started ranking up killer....Tsulan said:
Survivors would start hook blocking and killers wouldn't be able to hook anyone. Bad idea.AnnekeFloorever said:Ok, well after reading all of this, I still think my most valid point is the amount of hooks. There should be way less.
There should be just enough hooks that a killer really has to use scramble to find one just before the survivor wiggles out. It should be about perfect timing for the killer, just like skill checking a generator. I mean, if a survivor REALLY has to look carely for a generator (without a perk), then the same should go for hooks and killers. It's not fair that a hook is right next to a generator, or right next to a cabinet, or even right next to the exit gate. Or two hooks within close proximity to each other.
The hooks should be sparse. How is it fair that a killer can pick me up at ANY where in the map and hook me before the Wiggle bar even gets to 20%? Even with Boil Over, I have found killers can find hooks within 1-2 seconds at anywhere of the map. THEY ARE EVERYWHERE!! It is absolutely not fair.
Also, something needs to be done about rage quitting. If a survivor rage quits, it makes it easier for the killer.
However, if a killer disconnects ,the whole game ends, not fair at all.
And killers should not get faster during a chase, they should get slower, as it get slower for survivors. There needs to be exhaustion for running on both killers and survivors.
Killers get slower during a chase? Survivors can loop a killer for 5 gens. You want more?
@op, take your time and play both killer and survivor. You can only learn useful things for both sides. For example how killers and survivors think in certain situations. -
I already wrote that it wasnt there for me yesterday, it was then it went away so was making sure it wasnt just ps4. I saw the repeated message on Twitter. Thank you.Peasant said:Have you by chance read the yellow pop-up at the top of the webpage? I'll paste it for you if you can't see it.
We are currently experiencing Connection issues on all platforms.
Our team is investigating the issue. -
Word, a new watch that tremendously decreases fatigue time or adds 2 blinks no draw back
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Game is easier for survivors and stacked against killers, so I get what you mean in terms of survivors game.
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Yea, making sure it wasn't just a ps4 issue since the post was taken down and some ps4 players still experienced this even when notice was gone.
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To each their own guy lol. Fear killers should be in their power first and foremost, not their perks.
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40 meters for bbq is actually not that smallEqMonkVeeshan said:@Dabrownman1812 said:
EqMonkVeeshan said:@Dabrownman1812 said:
EqMonkVeeshan said:
@Oblivion1912 said: I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.
As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.
the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.
So why not make the affect that survivors 4,6, 8 meters from a hook are exposed while carrying someone?once again, address the issue.
@Dabrownman1812 said:
EqMonkVeeshan said:@Dabrownman1812 said:
EqMonkVeeshan said:
@Oblivion1912 said: I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.
As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.
the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.
So why not make the affect that survivors 4,6, 8 meters from a hook are exposed while carrying someone?once again, address the issue.
I suggest the range I said to also help add map pressure to maps of slower not as mobile killers. as they really need to have an ability to put more pressure on a map in general. not only would this help counter body blocking but it would also help survivors in more then likely they would stay out a bit and show up on BBQ and Chili and make the killer move away from the hook. as tons of killers if they see no one show up on BBQ & Chili will stay directly near the hook. I know in the rare times I do play killer. if no one shows up on BBQ and Chili I know they all to close so my best option is to stay near by. till I find one or I feel they have moved away. also if you made the perk to where it was exposed for being close to the killer while he is carrying some one you would effectively null out any form of body blocking where its still a legit strategy with my original suggestion just a more risky one at that. so under my suggestion perks like WGLF would still be useful.
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So why not make the affect that survivors 4,6, 8 meters from a hook are exposed while carrying someone?once again, address the issue.EqMonkVeeshan said:@Dabrownman1812 said:
EqMonkVeeshan said:@Oblivion1912 said:
I don't think another exposed status effect perk is what the game needs considering killers with instant down abilities or add-ons along with perks that do that too such as NOED or Make Your Choice. Some other adverse effect instead of becoming exposed could work but there are too many exposing elements in the game as is and with this perk, it could make killers even more OP
the reason I suggested exposed as some killers are not high mobile killers or one shot down killers. and this would help them out a fair bit to counter such acts happening to them. as the high mobile killers and one shot killers basically have a variation of this perk built in as most survivors respect the abilities they have and move a ways back. it is the killers that lack this built in danger aspect that needs this type of perk.
As I said, punish the unhook action if you want to do it that way, if you hook someone by a gen being worked on or totem, why should a survivor get punished with that? This can be abused with agitation and iron grasp. Punish the unhook, not the fact that survivors are there. Body blocking is an issue but thats why certain have due diligence or play with headphones to know if peeps running up before the pick up. Free exposed in a general area is a little too much. I play killer and survivor, if your point is to punish an action then punish the action.
the whole idea of the perk is not to punish any one unhooking some one. it is to put more risk to body blocking near hooks. not sure why you're your talking about punishing unhooking. Make your choice is a great perk to run and useful. but in no way do we need another perk like that. we need something that will help against toxic play of body blocking around hooks. not sure why you're so hung up on people near by who do not pay attention. getting a exposed status. it would be a solid addition to the game if they did bring this perk to life. it would add map pressure to areas around hooks that killers would be hooking others, it would slow the game down a little bit if survivors was smart and moved from the direct area. getting exposed isn't a instant down if you get exposed it means you need to avoid the killers even more. killers that do not normally one shot down would use this perk happily. as I originally suggested and this is coming from a survivor main and I would absolutely love to see killers running this...... in the end its all about risk versus reward. it seems you want no risk for being near the killer, god knows no one fears killers anymore. where as a survivor I want there to be risky plays i want to fear the killer, I want to be worried about if i am near a patch of hooks and might get a exposed status if I am to close to the path he might be taking.
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The devs said it would be cool but swf kills it, they tell each other when they meet up. Powers to be made will be made with swf in mind. If swf hard counters it, it won't come in. A killer with a useless or nullified ability might as we just be a survivor.HunterLovesDBD said:@Mister_xD said:
the devs already stated, that they had no interest in making a killer like that... he wouldnt be very strong either...Where did you find that?
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Good idea, some maps are really big and would help huntress, but would be demonic on mike meyers with mirrorVortexas said:@HunterLovesDBD said:
I think restless spirit should only trigger when one at least one survivor is hooked or 2 survivors are injured.Well the idea is to help less mobile killers run around and find a survivor to chase, and to give them a slight boost during chases where a big enough jungle gym is involved that bloodlust doesn't really get a chance to proc. You break the chase during the loop, he gets his slight speed boost to restart it.
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Wouldnt work due to swf, swf ruined this for everyone. That mechanic can literally be nullified
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They want variety, and everyone would run vigil,sprint burst, selfcare. Would kill the point of striving to diversify perks.TheLegendDyl4n1 said:@Mr_Jay_Stark said:
SB and vigil (together) was so OP it was hilariously stupid and SB was bad enough on its own. I wonder if they’ll rework (or buff) vigil?they should make vigil allow you to recover from Exhaustion from running! would make the game fair again.
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One killer can insta mori, just one. Three killers have instadowns which are avoidable. I don't see the issue or need for instagens. Time in game doesnt mean competence, I have a couple thousand hours in dbd with no prestige survivors, p3 freddy, and p1 pig. I only prestige killers, especially add on reliant freddy. I know plenty of p3 people who say doctor is op and can't loop or juke well.Dabrownman1812 said:JayDoesGames said:While i agree there are way too many hooks on the map, having the same amount as gens is silly. There does however need to be less cause it seems that no matter where you're in a chase there's always a hook nearby. atm it makes perks like Iron Grasp, Boil Over, and soon to be Decisive Strike useless. Insta fix generators should come back cause the killer can 1 shot us and then hook us, or in some cases mori us straight away. Both are totally unbalanced.
Coming from someone who's got alot of hours in game, and alot of progression. I'm rank 1 atm with a Prestige 3 Kate, so don't let people tell you that you don't know what you're talking about cause most of your post is on point.
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JayDoesGames said:
While i agree there are way too many hooks on the map, having the same amount as gens is silly. There does however need to be less cause it seems that no matter where you're in a chase there's always a hook nearby. atm it makes perks like Iron Grasp, Boil Over, and soon to be Decisive Strike useless. Insta fix generators should come back cause the killer can 1 shot us and then hook us, or in some cases mori us straight away. Both are totally unbalanced.
Coming from someone who's got alot of hours in game, and alot of progression. I'm rank 1 atm with a Prestige 3 Kate, so don't let people tell you that you don't know what you're talking about cause most of your post is on point.
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Perk is meant not to be viable, devs literally called it hard mode. It's for people with balls. #nomithernolife
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Play killer, go on the road to rank 9, and then tell us how killers are op. Wraith is good for beginners.AnnekeFloorever said:Ok, well after reading all of this, I still think my most valid point is the amount of hooks. There should be way less.
There should be just enough hooks that a killer really has to use scramble to find one just before the survivor wiggles out. It should be about perfect timing for the killer, just like skill checking a generator. I mean, if a survivor REALLY has to look carely for a generator (without a perk), then the same should go for hooks and killers. It's not fair that a hook is right next to a generator, or right next to a cabinet, or even right next to the exit gate. Or two hooks within close proximity to each other.
The hooks should be sparse. How is it fair that a killer can pick me up at ANY where in the map and hook me before the Wiggle bar even gets to 20%? Even with Boil Over, I have found killers can find hooks within 1-2 seconds at anywhere of the map. THEY ARE EVERYWHERE!! It is absolutely not fair.
Also, something needs to be done about rage quitting. If a survivor rage quits, it makes it easier for the killer.
However, if a killer disconnects ,the whole game ends, not fair at all.
And killers should not get faster during a chase, they should get slower, as it get slower for survivors. There needs to be exhaustion for running on both killers and survivors.
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D strike getting nerfed, confirmed so enjoy your get out of jail free card. Due to time constraints, additional ways to fight the killer will make time so much against killers they will quit. The devs has catered to survivors including a week one nerf to freddy that is neing corrected a year later. Killer doesn't destroy gens, he kicks it and it goes down 1 percent per second, just tap the gen.AnnekeFloorever said:Ok, so I am a relatively new player, I only have about 16 hours in the game and here are my current ranks as a Survivor Main (I also tried Killer, but I like the idea of being a Survivor better):
-Level 26 Player
-Rank 15
-Level 43 Kate DensonI believe that the game is really un-balanced towards survivors, and I think there needs to be more fairness because, I can see that some killers do go easy on survivors, but considering the majority of the community is toxic the devs need to make it harder for killers, instead of harder for players. Remember, most survivors have that "we are helping each other" mentality, but killers most of the time are on a giant ego trip. But I have had some killers who have won matches where I am like, yeah, totally fair and great game.
Here are my issues as being a survivor:
- Most perks are actually useless for my character, especially Boil Over. But again, I have not unlocked ones I want like Decisive Strike. I can see some killers have useless perks, but most of them actually work like they are supposed to.
- Hook-to-Generator Number is Totally Unbalanced. A killer doesn't need a tool to destroy a generator, but a survivor needs a tool to get rid of one hook? That seems totally unfair. Also, the number of hooks should be equivalent to the number of generators. I literally just finished a game where two hooks were like 5m away from each other, not fair.
- I think there should be an option to insta-fix a generator, for example, if all spaces on a generator are being fixed at the same time by multiple survivors, it should insta-fix. If a Killer can insta-kill a survivor on a hook or when a player is down on the ground, there should be the ability to insta-fix a generator.
- Survivors get punished for camping out too long in the same play (ie. the ravens), however, Killers do not get punished for camping out at a hook after hooking someone. That should change, killers shouldn't be allowed to strike immediately after a survivor is unhooked. Or killers shouldn't be allowed to camp out at hooks waiting for a player to die. Why punish one group of people for camping out too long, but not the killers?
- There needs to be stamina for killers - survivors lose stamina after being injured, and killers should be only to run faster than a survivor for a certain amount of time. Rest for 3 seconds to regenerate. Then start up again.
- Killers have so many special powers - they can become invisible, throw things, set traps. Survivors should have something, ANYTHING (other than a flashlight) to defend themselves against a killer. Why not implement something to pick up and throw at a killer to stun them? Or add a dodge button so just at the right moment when a killer strikes you can dodge their attacks?
- It really sucks, that certain killers have special powers that you literally need to heal a player twice to go back to normal. For example, Freddy, you need a player to get you out of his nightmare world, and then find someone who will heal you when injured. It is not fair. Same thing with the Pig, she can hook AND install a trap, which requires THREE steps to recover. Unhook. Get trap off. Then find a player to heal you.
This game is TOO unbalanced for survivors.
Killers also possibly will be revealed for camping in upcoming patch as brought up by devs. Being camped isnt fun, but just do gens and make killer depip.
They buffed the gen time I believe in an old patch way back I think, making it take not as long to finish gens. I say play both sides and get to level 10 on both sides for an accurate point of view. -
I see what you mean, but let's agree to disagree. And what is faraway survivors, in meters. All support type perks that boosts something that isn't luck is based off of proximity for balance. Even streetwise, "I'll show you how it's done" or vigil "watching over allies" are proximity wise so game lore it makes sense as showing is within close range.Boss said:@Dabrownman1812 said:
Boss said:0@Dabrownman1812 said:
Boss said:
@Dabrownman1812 said: It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense. It's Prove Thyself, to me that means you'll show off how you yourself are a great player. If you work together with others, you prove that working together is good. If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.) "But still, how do others see that?", you may ask. My answer is: The HUD. Repaired a generator? The counter goes down by 1 for everyone to see. Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.
He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
His perks revolve around leadership, and his wanting to be a leader. So it still fits. Even for the lore, working as a team and communication due to his aspirations, the leader within. Plenty of people aren't leaders at their jobs but in other areas are leaders, just not where a hierarchy is established. This is a real phenomenon. So makes sense still.
Often you can read about people "taking the lead" without actually leading.
Usually coincides with leading a charge: You're not doing anything, yet you're taking charge due to sheer motivation.
Perk could be exactly the same like that.Besides, my previous point still stands: You can prove yourself without having to show it off within Line of Sight, you're taking that too literally.
Bond doesn't focus on being a leader btw, it focuses on being close to your comrades.
Just because it works well with Leader doesn't make the Perk by itself leader-focused. -
His perks revolve around leadership, and his wanting to be a leader. So it still fits. Even for the lore, working as a team and communication due to his aspirations, the leader within. Plenty of people aren't leaders at their jobs but in other areas are leaders, just not where a hierarchy is established. This is a real phenomenon. So makes sense still.Boss said:0@Dabrownman1812 said:
Boss said:@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.
It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)
"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.
Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.
Dwight ain't a leader, his backstory proves more than anything he sucks in social life.
Leader's just a Perk that makes him better at that.He can prove himself by doing well on his own and surviving, and my version of Prove Thyself would encourage that.
No need to call me a troll btw, you were being nice up till then.
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Idk, maybe the aim system?
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The gameplay is different, jason is more casual fun campy crap talking, dbd supposed to be more serious. Also, voice commands isnt supposed to be in the game due to the huge advantage it gives. One person found your hex? Everyone found your hex. Kills surprise and suspense or at least makes it not so apparent. Jason could also just kill counselors, dbd the time is stacked against killers and they go through phases.βLAKE said:@se05239 said:
Proximity voice chat is what F13 had and if you have seen gameplay of it, then you'd know that a huge majority of the councilor players constantly threw profanity and other ######### at the guy playing Jason.DbD is toxic enough without that ######### as well.
but it also provided teamwork across the board and both Jason and the counselors got to roleplay which also made the game enjoyable. Not saying that the same would translate over to DBD, but the topic is about giving the same information that SWF has to solo survivors and I believe giving solo survivors the option to give vocal commands instead of the two emotes would provide for better teamwork and a better overall experience instead of everyone for themselves mentality and bad plays across the board.
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No one could produce where they said no clown. Maybe no clown right now or not in the moment when clowns were on the news, never got a never from them. Also, voice chat would provide a huge advantage to survivors if done in game. Then in response, have to do something to help killers like make gens take longer and make people die on hooks quicker, add extra objectives, etc.Khroalthemadbomber said:I believe the devs had stated they didn't want to involve in game voice chat because the realm of The Entity is sort of like being asleep and you can't talk in your dreams.
Of course we also weren't going to ever get a Clown killer so who knows lol
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Once again, the leader, he works with the team. Not solo, his perks within a certain range, makes sense guy. He proves himself where people can visually see him, makes sense. You show through people seeing. Idk if you're a troll or not but his perks work best when close, that's the theme. The point is to not do well on your own, hence his perks fight against being alone like bond.Boss said:@Dabrownman1812 said:
It goes with their personality, not sure how they are the odd ones out. Changing prove thyself wouldnt work, as his character is about getting close and working together, he does better the closer he is, and how can you show someone what to do if they are far? Kinda doesn't make sense.It's Prove Thyself, to me that means you'll show off how you yourself are a great player.
If you work together with others, you prove that working together is good.
If you work alone, you'll show off that you can do well on your own. (Hence my Prove Thyself idea.)"But still, how do others see that?", you may ask.
My answer is: The HUD.
Repaired a generator? The counter goes down by 1 for everyone to see.
Healed yourself? Your icon switches from Injured to Healthy for everyone to see.